Character

Items Vault 1.5.0

Embers Races for Maj'Eyal Campaign 1.4.4

Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome.

DarkGod pretty much showed me how to do this, so thank you!

Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC.
Embers of Rage DLC is required for this to work!

I'm still new at this, so let me know if there are any issues and I'll try to sort them out.

V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before.

Mage Knight 1.5.5

Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down.

Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions.

Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move.

Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain.

Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition.

Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools.

Slightly More Adventurous 1.1.0

Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible.

More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers.

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Improved Respec 1.5.10

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Class Talents

Spell / Phoenix Light

1.30

Effective talent level: 3.9Use mode: ActivatedStamina cost: 22.4Mana cost: 49.6Range: 5Cooldown: 20Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: You charge a target with solar light. This instantly heals the target 320 health. Healing can crit. If this healing would bring the target's health above its maximum, any remaining healing is converted to Regeneration over five turns (if you are not already regenerating).

At raw talent level 3, this spell no longer takes time to cast.

The healing will increase with your Spellpower.

This spell can be triggered by Eldritch Combat.

Light of Healing

3/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 11.2Mana cost: 24.8Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You give a piercing cry of challenge as phoenix wings flash from your back - and carry you into battle. If you wish, you can target an enemy in range 5 when using this talent, flying instantly into melee range with it. If you don't choose a target you will retain your current position. Regardless, all enemies in a radius of 3 will then start focusing their attacks on you, as your shriek challenges them to engage you directly. Opponents who are at a distance will be compelled by your challenge to move instantly into melee range with you. This power is not a teleportation effect, and thus cannot draw in immobile enemies.

Once all such movements are complete, you make an immediate attack against up to 0 adjacent targets, dealing 27% normal damage. For each normal-rank opponent killed by this attack, your spirit is stoked and your foes demoralized; your current and maximum life increases by 2 for 0 turns. Lower or higher ranked enemies provide less or more life.

This talent can be triggered through Eldritch Combat, though when it is you don't move.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 56Mana cost: 124Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You unleash a massive blast of solar fire. This deals 38 solar fire damage and destroys projectiles in a radius of 4, and is so intense that it destroys all removable terrain and ends all map effects in a radius of 2. Any target brought below 20% life by this attack may be instantly killed.

This spell can be triggered by Eldritch Combat.

Phoenix Burn

0/5

Spell / Phoenix Fire

1.30

Effective talent level: 3.9Use mode: ActivatedStamina cost: 16.8Mana cost: 37.2Range: 10Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You unleash a beam of solar fire, dealing 102 damage to all targets in a line. Damage improves with your Spellpower. At talent level 3, targets will also be set on fire, burning for 13 damage per turn for 4 turns.

Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.

Phoenix Fire talents can be used to lay down Wildfire.

This spell can be triggered by Eldritch Combat.

Solar Bolt

3/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 22.4Mana cost: 49.6Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You unleash a wave of solar fire, dealing 70 damage in a radius 4 cone. Damage improves with your Spellpower. At talent level 3, the solar flames stoke the spirit of yourself and any allies within, increasing current and maximum life by 70 for 2 turns (temporary life is lost first).

Area increases with talent level.

Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.

Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.

This spell can be triggered by Eldritch Combat.

Solar Burst

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 33.6Mana cost: 74.4Range: 10Cooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You unleash a blast of solar fire, dealing 14 damage to all in a radius of 1. Damage improves with your Spellpower. At talent level 3, you combine healing light with your solar flames, damaging foes normally, but healing any allies in the area for 14 life.

Area increases with talent level.

Solar fire attacks deal either fire or light damage, whichever will hurt the target most. They are naturally selective, only harming enemies.

This spell can be triggered by Eldritch Combat.

Solar Blast

0/5

Spell / Fire

1.10

Effective talent level: 0.0Use mode: ActivatedMana cost: 14.9Range: 10Cooldown: 3Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 14.48 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

Flame

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 37.2Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a cone of flame with radius 1. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 10.25 fire damage over 1 turns.
The damage will increase with your Spellpower.

Flameshock

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 49.6Range: 7Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 14.38 fire damage in a radius of 0.
The damage will increase with your Spellpower.

The sustain cost of this talent increases with Strength and talent levels.

Phoenix Heart

1/5

Effective talent level: 2.6Use mode: SustainedSustain stamina cost: 7.6Sustain mana cost: 15.2Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: The iconic power of the phoenix is its ability to rise anew from the ashes. Phoenix knights emulate this power with potent regenerative abilities. While sustained, this talent raises your life regeneration by 5.28 and your healing modifier by 18%. These values increase with Strength.

The sustain cost of this talent increases with Strength and talent levels.

Phoenix Blood

2/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 0.9Sustain mana cost: 1.7Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: The glory of the phoenix sleeps in your soul, causing regeneration to occur fast enough to instantly close minor injuries as they are inflicted; whenever you take damage, you instantly heal 1 life, up to a maximum equal to the damage dealt. Note that your Healing Modifier will apply to the damage healed, but the maximum healing is counting your Healing Modifier (in other words, you can't actually regain health through this ability, but you can potentially completely offset an attack's damage). The strength of your regenerative abilities also lets you keep fighting through otherwise mortal injuries; you don't die until your life falls at least 9 below 0. Values scale with Strength.

The sustain cost of this talent increases with Strength and talent levels.

Phoenix Soul

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 0.9Sustain mana cost: 1.7Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: The glory of the phoenix slumbers within you, building up as you do battle until you unleash its full force upon your foes. While this talent is sustained, if your first attack of the round fails to trigger Eldritch Combat, your eldritch combat chance increases by 0% and your fallback damage increases by 1%. These effects stack with each failure and reset on a successful trigger. Values scale with Strength.

Glory Rising

0/5

Generic Talents

Technique / Weapons Master

1.30

Effective talent level: 1.3Use mode: ActivatedStamina cost: 11.2Range: 6Cooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Focusing your power, you leap to a chosen square in a range of 6. If your chosen square is occupied, you land in a random square adjacent to the target and attack it, dealing 89% weapon damage. Otherwise, if there are any enemies adjacent to your target square, you attack one at random. If the target dies as a result of this attack, this talent immediately cools down.

If you are using a two-handed weapon, your damage will be further increased by 13%.

If you are using two weapons, the power of Eldritch Combat for this attack (for triggered talents or bonus damage) increases by 13%.

If you are using a weapon and shield, you have a 13% chance to immediately block.

If you are using a single weapon (or unarmed), your chance to trigger Eldritch Combat with this attack increases by 13%.

If this attack triggers Eldritch Combat, it will always trigger a Bolt attack, when that spell is available.

If you are wielding dual weapons, you reduce the durations of up to 1 detrimental effects by one per target struck.

If you are wielding a two-handed weapon, you recover 2 mana per target struck.

If you are wielding a weapon and shield, you heal 10 life per target struck.

If you are wielding a single weapon (or unarmed), you lower the cooldowns of up to 1 talents (other than this one) by one per odd-numbered target struck.

As long as you hit at least one target, you gain the benefits of hitting 0 additional targets, to a maximum of 10 effective targets.

If this attack triggers Eldritch Combat, it will always trigger a Burst attack, when that spell is available.

Whirlwind Strike

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 28Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You lash out with a pair of attacks for 36% damage. If both attacks hit, you gain a defensive effect with a value of 0 for 3 turns.

If you wield dual weapons, you shift fluidly from offense to defense, your whirling weapons creating a damage shield.

If you wield a two-handed weapon, you fly into a berserk fury, and refusing to die until your life falls the above value below 0.

If you wield a weapon and shield, you initiate a block using the talent's value rather than your shield's and affecting all damage types. However, the block only lasts for one round as normal, not for this talent's duration.

If you wield a single weapon (or are unarmed), you come fully on guard, increasing your current and maximum life (temporary life is lost first).

If this attack triggers Eldritch Combat, it will always trigger a Blast attack, when that spell is available.

Rapid Strike

0/5

Race / Orc

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Summons your lust for blood and destruction, especially when the odds are against you.
You increase your damage by 10% + 1.2% per enemy in line of sight up to 5 (max 16.1%) for 3 turns.
The damage bonus will increase with your Constitution.

Orcish Fury

1/5

Effective talent level: 0.0Use mode: PassiveCooldown: 12Description: Orcs have been the prey of the other races for thousands of years, with or without justification. They have learnt to withstand things that would break weaker races.
When your life goes below 50% your sheer determination cleanses you of 1 mental debuff(s) based on talent level and Willpower. This can only happen once every 10 turns.
Also increase physical save by +0.

Hold the Ground

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Orcs have seen countless battles, and won many of them.
You revel in the defeat of your foes, gaining 5% damage resistance for 2 turns each time you kill an enemy.
The resistance will scale with your talent level and Constitution.
Passively increase all damage penetration by 0%.

Skirmisher

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 54Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the will of all of the Orc Prides to survive this battle.
You remove up to 1 detrimental effect(s) then heal for 72 life.
The healing will increase with your talent level and Willpower.

Pride of the Orcs

0/5

Celestial / Chants

1.20

Effective talent level: 0.0Use mode: PassiveDescription: You have learned to sing the praises of the Sun, in the form of three defensive Chants.
Chant of Fortitute: Increases your mental save by 2 and maximum life by 7%.
Chant of Fortress: Increases your physical save by 2, your physical resistance by 0%, your armour by 0 and your armour hardiness by 10%.
Chant of Resistance: Increases you spell save by 2, your fire/cold/lightning/acid resistances by 1% and reduces all damage that comes from distant enemies (3 spaces or more) by -6%.
You may only have one Chant active at a time.

Chant Acolyte

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by 0.07 per turn and does 1.76 light damage to anyone who hits you in melee.
These values scale with your Spellpower.

Chant Illuminate

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your skill at Chanting now extends the cloak of light, increasing your light radius by 0.
Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to 0 debuffs.
Chant of Fortitude cures mental effects.
Chant of Fortress cures physical effects.
Chant of Resistance cures magical effects.

Effective talent level: 1.0Use mode: SustainedSustain stamina cost: 12Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You channel magical energy through your weapons while this talent is sustained, adding 20 damage to all attacks of the energy type appropriate to your mage knight offensive spells. This number varies based on fighting style used (note that it already includes any modifiers for your current weapon!) and scales with Spellpower.

In addition, your first successful melee attack each turn grants a 25% chance (based on your current weapon) to trigger one of various Mage Knight talents instead of dealing the bonus Arcane damage. This quarters the cooldown of the talent, and can only happen once per turn. Talents triggered in this way do not cost Stamina; other resource costs still apply. Triggered talents are determined randomly, but with prioritization based on how useful they are in the moment (spells that restore life are more likely to trigger when low on life, spells that provide buffs are more likely to trigger when you aren't heavily buffed, etc). Spells of higher talent level are generally prioritized over those of lower level.

If you are wielding a two-handed weapon, passive damage is doubled, and triggered talents have their power increased by 50%.

If you are using a shield, passive damage is increased by 50%. Trigger chance is increased by 20% and passive damage further doubled against foes with the Counterstrike effect. A triggered talent is also followed up with a shield bash, while an attack that fails to trigger Eldritch Combat has an equal chance of instead triggering the Block talent. Defensive talents have priority increased while wielding a shield.

If you are using two weapons, they may both be one-handed weapons. Each weapon deals passive damage and your first successful melee attack each turn checks twice to see if it triggers a talent.

If you are using a single one-handed weapon (or unarmed), passive damage is increased by 50%, the base chance of triggering a talent increases by 15%, and if a talent triggers, it might take effect twice (using half the original trigger chance). The second trigger won't cost any further resources.

Staves are designed for more normal spellcasting styles, so mage knights require more effort to channel their powers through them. Resultantly, Eldritch Combat (and other procs off of it) only receives 1/5 the normal staff accuracy bonus.

Eldritch Combat

1/5

Effective talent level: 1.0Use mode: PassiveDescription: While active, your magical powers bolster your physical capabilities. You substitute Magic for Strength and Dexterity for purposes of weapon damage and equipment requirements, as well as for the Strength and Dexterity requirements of the Armor Mastery talents. Of course, if you have the physical aptitude to wield the weapon normally, that still helps to some degree; you add 10% of the normal Strength or Dexterity damage modifiers into your weapons as well; weapons that can use both Strength and Dexterity will convert the Strength modifier to a Dexterity modifier as well if your Dexterity is higher than your Strength. Your ability to augment your melee skills with magic works regardless of the weapon you wield; you get a 22% bonus damage with all melee weapons, including unarmed strikes. This doesn't stack with other mastery talents, and unlike most mastery talents does not include a physical power bonus (although see the Eldritch Aura talent).

In addition, your ability to magically reinforce your body allows you to mitigate overwhelming forces, although this takes a lot of effort and your strength will fade rapidly when you do it, possibly even to the point of death. You reduce all damage received from other characters by potentially as much as 30%. However, the actual reduction is multiplied by both the percentage of your current effective life over your maximum effective life (which includes damage shields and negative life threshold), and the percentage of the damage over your current effective life. So this protects you best when you are at high health and facing high incoming damage - lesser attacks aren't worth the effort to mitigate, and as your strength fails so does your ability to exert that sort of effort. The calculation accumulates damage over the course of one turn, so multiple attacks all coming in the same turn will be reduced according to their combined total compared to your initial life. If the final percent reduction is below 20%, no reduction will occur at all.

All damage mitigated by this effect is then returned as irresistible damage over the next 5 turns as your strength fades.

Eldritch Body

1/5

Effective talent level: 1.0Use mode: SustainedRange: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You surround yourself with an aura of power and protection. Your stamina, mana, and psi regeneration increases by 0.47, and your Physical Power, Spell Power, Physical Saves, and Spell Saves increase by 15. Regeneration scales with Willpower, while powers and saves scale with Magic. Mind Knights increase Mind Power and Mind Saves rather than Spell Power and Spell Saves.

Using this talent will lower your current stamina by at least 20. All stamina spent on this talent will be converted to a proportionate amount of mana and psi. If your stamina (after the cost of this talent) is higher than your mana or psi, additional stamina will be spent equal to half the proportionate difference (so if you have 80% stamina and 40% mana, you'd spend an additional 20% of your max stamina). You can't spend more than 30 stamina fueling this spell (scaling with Willpower and maximum stamina). Your mana and psi regeneration rates improve by 3% of the total restored for this talent's duration, scaling with Willpower.

This talent can be triggered by Eldritch Combat, but still expends stamina normally when doing so.

Effective talent level: 1.1Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 2, Armour hardiness by 15%, and reduces the chance melee or ranged attacks critically hit you by 2% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 1.1Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 15 Defense, 7% Armour hardiness, and 5% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 8 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Anime Style

talent

Eldritch Combat

talent

Phoenix Heart

talent

Phoenix Blood

talent

Eldritch Aura

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.
As a reward you gained talent category Celestial / Light (at mastery 0.80).

Escort: lost anorithil (level 3 of Trollmire)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!

Of trolls and damp caves

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.'
Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.'

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Achievements

The secret city (Roguelike)Discovered the truth about mages.
By Tulolin the Maj'Eyal Orc Phoenix Knight level 61st Mirth 122nd year of Ascendancy at 10:47see stats

Log

You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Bought: manasurge rune (1011% regen over 10 turns; 51 instant mana) for 18.94 gold.
You are now inscribed with Rune: Manasurge.
You have no more manasurge rune (1011% regen over 10 turns; 51 instant mana).
Resting starts...Talent Rune: Manasurge is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).There is a portal back here (press '' or right click to use).
Ran for 41 turns (stop reason: at exit).There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).You feel very confident walking into this place.
Saving game...
Saving done.
Tulolin deactivates Phoenix Blood.
Tulolin deactivates Eldritch Aura.
Tulolin deactivates Eldritch Combat.
Tulolin deactivates Anime Style.
Tulolin deactivates Phoenix Heart.